Computer-Generated Chess Problem 02824

in #chess4 years ago

What we have here is a 'KRBBN vs krp' #4 chess puzzle created by the prototype computer program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity approach which does not use any kind of deep learning. After years of development, Chesthetica is able to use the technology to express original creative thought in this domain. Note that it also never had millions of IBM or Google dollars behind it. You can learn more about the DSNS here. This position contains a total of 8 pieces. The largest endgame tablebase in existence today is for 7 pieces (containing over 500 trillion positions anyway) which means the problem could not have been taken from it regardless.

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2K2k2/8/2RpB3/5N2/4r3/8/8/B7 w - - 0 1
White to Play and Mate in 4
Chesthetica v11.59 (Selangor, Malaysia)
Generated on 31 Dec 2019 at 5:04:25 PM
Solvability Estimate = Difficult

The chess problems are published chronologically based on the composition date and time. However, later compositions may have an earlier version of Chesthetica listed because more than one computer (not all running the same version of the program) is used. What was the machine 'thinking' when it came up with this? Why not time yourself how long it took you to solve this? Over time, the tactics you see in these puzzles will help you improve your game.

Similar Chess Problems by Chesthetica: 01751 02525

Solution

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